Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Melchior FRANZ
* David Megginson -- Saturday 03 November 2007:
 I think it's great that FlightGear added head lag to the sim -- it's a
 good alternative when the pilot can't feel forces -- but I think we'd
 do better to model it based on perceived forces, not on roll/yaw/pitch
 damping.

Not sure if you are talking about dynamic view, but this *isn't*
supposed to change the view based on physical forces. The first
three lines in $FG_ROOT/Nasal/dynamic_view.nas are:

  # Dynamic Cockpit View manager. Tries to simulate the pilot's most likely
  # deliberate view direction. Doesn't consider forced view changes due to
  # acceleration.

And that's how I wanted it to be. I'm not a RL pilot, but I
consider it quite unlikely that a pilot flies a left turn and
doesn't look left, or strongly pitches up and doesn't look
up. Usually we want to know in which objects we are about to
crash.  :-) 

There are some implementations of forced head changes used in
various aircraft (head shaking), but those are IMHO too
unrealistic, as they treat the head only as a mass on a spring,
and completely disregard the physiology of the
eye/equilibrium organ/brain system. If we could agree on one
that *feels* realistic, then I would be willing to integrate
it in dynamic view. But so far we didn't.



 For example, simply entering a coordinated bank gently 
 shouldn't cause [...]

 Would anyone object to my checking in some changes over the next week
 or two to change this?

Please post your suggested changes as a patch to the list or
send them to me. Simply changing the code is not an option.

m.

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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread SydSandy
On Fri, 2 Nov 2007 22:24:42 -0400
David Megginson [EMAIL PROTECTED] wrote:

 I think it's great that FlightGear added head lag to the sim -- it's a
 good alternative when the pilot can't feel forces -- but I think we'd
 do better to model it based on perceived forces, not on roll/yaw/pitch
 damping. For example, simply entering a coordinated bank gently
 shouldn't cause any head movement at all, but flying straight in a
 forward slip should, because there's a yaw force pulling the head
 slightly sideways.  Likewise, while the pilot is perceiving  1G the
 head should move up a bit, and while the pilot is perceiving  1G, the
 head should move down a bit.
 
 Would anyone object to my checking in some changes over the next week
 or two to change this?  We can always roll them back if they don't
 work.
 
 
 All the best,
 
 
 David
 

I had at one point an eyepoint  up and down movement based on g forces , sounds 
like what your talking about , but several people claimed that it was 
unrealistic it was mainly , for my purpose, to feel runway contact  
some aircraft dont screech their tires loud enough ;)
Im not sure how else one is supposed to simulate those effects , but obvoiusly 
my method didn't fly ...
Looking at videos taken by passengers , you can certainly see these forces ... 
and as a passenger , I have definately sunk in my seat  ( no head springs 
involved ), so I still use it myself ...

Cheers 
 
-- 
SydSandy [EMAIL PROTECTED]

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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Melchior FRANZ
* Melchior FRANZ -- Saturday 03 November 2007:
 they treat the head only as a mass on a spring,
 and completely disregard the physiology of the
 eye/equilibrium organ/brain system.

Maybe I should clarify: My idea was not that view changes
based on acceleration/inertia should be even more sophisticated,
but actually less so. I find the 12 adjustable parameters
(of which nobody ever changes a single one, but which are read
in in every single loop iteration), a bit exaggerated.

The hits that one gets on touchdown with it are IMHO unrealistic.
If I look ahead and focus on the runway, then even a rough
takedown won't make me lose the focus abruptly. The gear
takes some force, the seat takes some, the spine does, and
a lot of the rest is just compensated by the brain. And that's
beyond computability, so we can just make it feel right.
But you as pilot are certainly better qualified to judge
that than I am.



 Please post your suggested changes as a patch to the list or
 send them to me. Simply changing the code is not an option.

And that's only because that code is actively maintained, by
a single person -- by me. :-)  And just like Nasal, YASim,
JSBSim and some other code, this code isn't yet free for
uncoordinated modification by the community. Normally that's
not so strict, of course. (I'm aware that you contributed
significant parts of TerraGear, SimGear and FlightGear. :-)

But maybe you aren't even talking about Dynamic View?

m.

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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Melchior FRANZ
* SydSandy -- Saturday 03 November 2007:
 Looking at videos taken by passengers , you can certainly see
 these forces ... 

Umm, but the videos taken by them don't show what their
brain sees. Our brain is a *lot* better at stabilizing the
image than most of the camera stabilizers. Simulating
the pilot view is not just physics.

m.

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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Vivian Meazza
David

 Sent: 03 November 2007 02:25
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Fixing head lag
 
 
 I think it's great that FlightGear added head lag to the sim 
 -- it's a good alternative when the pilot can't feel forces 
 -- but I think we'd do better to model it based on perceived 
 forces, not on roll/yaw/pitch damping. For example, simply 
 entering a coordinated bank gently shouldn't cause any head 
 movement at all, but flying straight in a forward slip 
 should, because there's a yaw force pulling the head slightly 
 sideways.  Likewise, while the pilot is perceiving  1G the 
 head should move up a bit, and while the pilot is perceiving 
  1G, the head should move down a bit.
 
 Would anyone object to my checking in some changes over the 
 next week or two to change this?  We can always roll them 
 back if they don't work.
 
 

As Melchior said, the head-shake mechanism does indeed regard the head as a
mass and a (damped) spring, but it's a bit more sophisticated than that -
the resistance of the neck muscles are modelled as well. (The distance moved
in various directions are measured from my own body strapped into a 4 point
harness - YMMV). I think that aspect is quite well simulated. The original
code was written by Josh Babcock, but the math was heavily modified by me.
The code structure could do with review and revision. I keep on meaning to
make this more sophisticated by stabilizing the eye viewpoint, but never got
around to it. While theoretically necessary, I'm not absolutely sure that
would improve the appearance of the simulation much.

Regards,

Vivian



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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread David Megginson
On 03/11/2007, Melchior FRANZ [EMAIL PROTECTED] wrote:

 Not sure if you are talking about dynamic view, but this *isn't*
 supposed to change the view based on physical forces. The first
 three lines in $FG_ROOT/Nasal/dynamic_view.nas are:

   # Dynamic Cockpit View manager. Tries to simulate the pilot's most likely
   # deliberate view direction. Doesn't consider forced view changes due to
   # acceleration.

I had been looking at dampEyeData in src/Main/viewer.cxx, assuming
that was causing the problem.  I wasn't looking at any NASAL code.  Is
the NASAL code enabled by default?

 And that's how I wanted it to be. I'm not a RL pilot, but I
 consider it quite unlikely that a pilot flies a left turn and
 doesn't look left, or strongly pitches up and doesn't look
 up. Usually we want to know in which objects we are about to
 crash.  :-)

I can't speak for every pilot, but that doesn't jibe at all with my
real-life experience.  I hadn't noticed the problem so much in VFR
flights, but flying FlightGear for an IFR approach, I actually lost
control of the Warrior twice before I figured out what was going on.

When you're flying IFR in actual IMC, you try to keep your head as
still as possible no matter which way you move the controls.  Even
flying VFR in good day VMC, it's common (for me, at least) to look
*before* I start a maneuver then return my head to the
straight-forward position while I actually fly it, so that I can use
outside references properly.

Finally, the position you move the controls isn't necessarily the
direction the plane will move.  For example, on approach you'll be
pitching the nose up but the plane's moving down.

Forces give a more realistic head movement, I think, because the head
moves only if something unusual is happening, like an uncoordinated
turn or high/low G forces.  It's OK to disrupt the pilot in that case.

 There are some implementations of forced head changes used in
 various aircraft (head shaking), but those are IMHO too
 unrealistic, as they treat the head only as a mass on a spring,
 and completely disregard the physiology of the
 eye/equilibrium organ/brain system. If we could agree on one
 that *feels* realistic, then I would be willing to integrate
 it in dynamic view. But so far we didn't.

A spring's not quite right.  I think any movement should be very
slight (max 2 cm), and could track the forces on the pilot (maybe
using a squared function so that minor forces have virtually no effect
and major forces are obvious).  The head should be perfectly centred
when the pilot feels 1G in the (plane-referenced) vertical axis and 0G
in the forward and side axes.  No matter what, though, the head should
not swivel unless the user decides to swivel it.


All the best,


David

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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread David Megginson
On 03/11/2007, SydSandy [EMAIL PROTECTED] wrote:

 Looking at videos taken by passengers , you can certainly see these forces 
 ... and as a passenger , I have definately sunk in my seat  ( no head 
 springs involved ), so I still use it myself ...

Yes, that's much more realistic, and in fact, it's something we study
during flight training -- in a coordinated 60-degree steep, level
turn, you pull 2Gs and will feel yourself press very heavily down into
your seat (though it's unlikely that you sink more than 1-2 cm).
Note, however, that there's *no* sideways force at all if the turn is
coordinated -- it's all straight down (plane referenced).  If you put
a spirit level on the top of the panel in a coordinated turn, the
bubble would stay exactly centred.

When I descend quickly, say, approaching a runway for landing when I
had to clear some trees, I'll feel the opposite effect -- my head will
move up maybe .5 cm, and my shoulder will press hard against the
shoulder strap for a sec, then I return to normal Gs.


All the best,


David

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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread David Megginson
On 03/11/2007, Vivian Meazza [EMAIL PROTECTED] wrote:
 As Melchior said, the head-shake mechanism does indeed regard the head as a
 mass and a (damped) spring, but it's a bit more sophisticated than that -
 the resistance of the neck muscles are modelled as well.

Which is enabled by default -- head-shake or dynamic views -- and how
do we change the default?


Thanks,


David

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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Norman Vine
David Megginson writes:
 
 I think it's great that FlightGear added head lag to the sim -- it's a
 good alternative when the pilot can't feel forces -- but I think we'd
 do better to model it based on perceived forces, not on roll/yaw/pitch
 damping. For example, simply entering a coordinated bank gently
 shouldn't cause any head movement at all, but flying straight in a
 forward slip should, because there's a yaw force pulling the head
 slightly sideways.  Likewise, while the pilot is perceiving  1G the
 head should move up a bit, and while the pilot is perceiving  1G, the
 head should move down a bit.

FWIW

Expressing this elegantly is best done using Quaternions
http://en.wikipedia.org/wiki/Slerp
http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%2
0It/

Both OSG and PLIB support Quats 

Norman


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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Melchior FRANZ
* David Megginson -- Saturday 03 November 2007:
 Which is enabled by default -- head-shake or dynamic views -- and how
 do we change the default?

head-shake is implemented by various aircraft and can usually
not be turned off interactively (and usually breaks view adjustment via
(Ctrl-)MMB-dragging)[1]. Dynamic view is off by default, configurable
via Menu (View-Toggle Dynamic Cockpit View), and its state saved
to the autosave.xml file.

m.


[1] but you can open the Debug-Nasal Console and type in, for example,
buccaneer.headShake = func {}  or put that in a local *.nas file.
Unfortunately, you have to do that per aircraft type.

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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Melchior FRANZ
* David Megginson -- Saturday 03 November 2007:
 I had been looking at dampEyeData in src/Main/viewer.cxx, assuming
 that was causing the problem.

That's only for views, which set the damping values. At the moment
it's only used for Chase View.



 I wasn't looking at any NASAL code.  Is the NASAL code enabled
 by default? 

Not dynamic view (as explained in the other email), but headshakers
usually are.



 I can't speak for every pilot, but that doesn't jibe at all with my
 real-life experience.  I hadn't noticed the problem so much in VFR
 flights, but flying FlightGear for an IFR approach, I actually lost
 control of the Warrior twice before I figured out what was going on.

Dynamic View assumes that you look out the window, and it would be
stupid not to look left when you fly a left turn. You can either
do it via joystick hat or mouse, or have it done automatically.
But, of course, when you are fixating the panel, there's no point
in getting the view forced left in a left turn. Of course, in that
case the brain would stabilize the view on the panel. It would be
hard to make dynamic view recognize what you really want. You have
to tell it. That's why it's configurable and off by default.



 Finally, the position you move the controls isn't necessarily the
 direction the plane will move.  For example, on approach you'll be
 pitching the nose up but the plane's moving down.

Which is done in the helicopter mode. Patches to improve either
mode are welcomed.  :-)



 Forces give a more realistic head movement, [...]

Yes, but dynamic view isn't for that. headshakers are. And
I would combine that if we could agree on reasonable headshaking,
which to the day we couldn't. I'd be glad if not every single
aircraft would have to re-invent that wheel.

m.

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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Melchior FRANZ
* David Megginson -- Saturday 03 November 2007:
 I wasn't looking at any NASAL code.  Is the NASAL code enabled
 by default? 

While you were away, we got support for automatically saving GUI
settings to an ~/.fgfs/autosave.xml file, and you might have
enabled dynamic view at some fgfs run, and now you get it until
you turn it off again. You wouldn't be the first to interpret
that as an unwelcome default setting.  :-)

m.

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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Curtis Olson
On 11/3/07, Melchior FRANZ  wrote:

 * David Megginson -- Saturday 03 November 2007:
  I wasn't looking at any NASAL code.  Is the NASAL code enabled
  by default?

 While you were away, we got support for automatically saving GUI
 settings to an ~/.fgfs/autosave.xml file, and you might have
 enabled dynamic view at some fgfs run, and now you get it until
 you turn it off again. You wouldn't be the first to interpret
 that as an unwelcome default setting.  :-)


Hi Melchior,

I suspect there may be an aircraft in the fleet that turns this setting on
for you, so it's not necesarilly have to involve a concious decision to end
up with this as your default.  For me it showed up for a while, then went
away so I didn't take the time to investigate.

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Melchior FRANZ
* Curtis Olson -- Saturday 03 November 2007:
 I suspect there may be an aircraft in the fleet that turns this
 setting on for you, [...]

No, I don't think so. I've checked the whole tree a few times
for that. And now I did again. There's only the bo105 (and
derivatives) which defines a key binding for it (Alt-v). And
some aircraft (buccaneer and ch47) enable dynamic-view for an
additional view, but that doesn't turn it on. It just says that
*iff* dynamic is turned on globally (/sim/current-view/dynamic-view),
then it should also be applied to that view, in addition to
cockpit view.

m.


PS: Yes, I just changed the global flag from
/sim/view[0]/dynamic/enabled to /sim/current-view/dynamic-view,
so at least for now it will again be turned off for *everyone*.
(I did it because the setting doesn't belong to view[0] anymore,
not because of this discussion. :-)

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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Melchior FRANZ
* Melchior FRANZ -- Saturday 03 November 2007:
 * David Megginson -- Saturday 03 November 2007:
  I had been looking at dampEyeData in src/Main/viewer.cxx, assuming
  that was causing the problem.
 
 That's only for views, which set the damping values. At the moment
 it's only used for Chase View.

BTW: I think this should really be removed from the viewer code
and implemented in Nasal, just like the FlyBy view. I'll look
into that.

m.

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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread David Megginson
On 03/11/2007, Melchior FRANZ [EMAIL PROTECTED] wrote:

 * David Megginson -- Saturday 03 November 2007:
  I wasn't looking at any NASAL code.  Is the NASAL code enabled
  by default?

 While you were away, we got support for automatically saving GUI
 settings to an ~/.fgfs/autosave.xml file, and you might have
 enabled dynamic view at some fgfs run, and now you get it until
 you turn it off again. You wouldn't be the first to interpret
 that as an unwelcome default setting.  :-)

That was it.  I was also mislead by seeing

  dynamic-view type=booltrue/dynamic-view

In $FG_ROOT/preferences.xml, without noticing

dynamic
  enabled type=bool userarchive=yfalse/enabled
/dynamic

just below it.  I have no problem with having it as a feature -- it's
a neat and original idea -- but it might be worth reconsidering the
up/down movement.  While pulling back on the yoke/stick may make a jet
fighter shoot upwards, with a regular plane it's just as likely
intended to slow the plane down.  One of the first points made in the
classic book Stick and Rudder (worth reading for any real or sim
pilot) is that the yoke/stick is *not* an up/down control.


All the best,


David

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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Melchior FRANZ
* David Megginson -- Saturday 03 November 2007:
 it might be worth reconsidering the up/down movement.  While
 pulling back on the yoke/stick may make a jet fighter shoot upwards,
 with a regular plane it's just as likely intended to slow the plane down.

Yes, this was targeted at fighter jets. In helicopter mode I do
this depending on the airspeed. The effect is stronger the
slower you are, and disappears above 60 kt or something. This
is so that you keep the landing spot in focus while you are
flaring/braking. Looking up in the sky is the last that you
want at that moment. :-)

I should do something similar for planes. Of course, this is
still configurable per aircraft, too. Just not via properties,
but by defining a Nasal handler. I'll review that.

And again: I appreciate suggestions for improvements or patches.
Just not commits to that nasal file. You don't know how picky
I am!  ;-)

m.

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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Vivian Meazza
David

 Sent: 03 November 2007 15:58
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Fixing head lag
 
 
 On 03/11/2007, Melchior FRANZ [EMAIL PROTECTED] wrote:
 
  I should do something similar for planes. Of course, this is still 
  configurable per aircraft, too. Just not via properties, but by 
  defining a Nasal handler. I'll review that.
 
  And again: I appreciate suggestions for improvements or 
 patches. Just 
  not commits to that nasal file. You don't know how picky I am!  ;-)
 
 Now that I understand what it's for (and the fact that it's 
 not enabled by default), I don't plan to touch it -- and as I 
 mentioned, it is a cool idea.  I would like to get some kind 
 of force-based head lag working, through.
 
 

As I said before, but perhaps you didn't notice, we already have a force
based system working on the input of pilot g. It moves the pilot's eye
position according to this input. And as Melchior pointed out, we probably
need to stabilise the point at which the pilot looks to make this totally
realistic.

Try the Hunter to see it in action (together with black/redout).

Vivian 


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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread David Megginson
On 03/11/2007, Vivian Meazza [EMAIL PROTECTED] wrote:

 As I said before, but perhaps you didn't notice, we already have a force
 based system working on the input of pilot g. It moves the pilot's eye
 position according to this input. And as Melchior pointed out, we probably
 need to stabilise the point at which the pilot looks to make this totally
 realistic.

Is there a way to enable it in general, without tying to a specific
aircraft model?


Thanks,


David

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[Flightgear-devel] The Big Monitor show at FSWeekend,

2007-11-03 Thread Durk Talsma
Hi Everybody,

One thing that probably stands out at this year's FlightGear booth is that we 
had 6 more monitors than presenters, and that the monitor to presenter ratio 
at the booth is 3:1. This leaves the question as to how many presenters were 
at the booth, given that this number is a prime.

Torsten, Durk, and one developer who again wishes to remain anonymous, had a 
pretty good show today, with a bit of a slow start. Initially, we had some 
performance issues on the windows machine, and some minor bugs to solve, but 
these problems were gradually resolved during the day.

Many people asked how we could compete with big companies like microsoft, or 
were wondering about our motivation to start this program. Upon explaining, 
most people were actually quite impressed by the fact that just a bunch of 
volunteers were able to accomplish such a big feat. 

We did get the occasional comment that our (scenery) graphics were a bit 
simple. We'll be back tomorrow for another day of fun and flying. In the mean 
time, here's a quick impression. More to follow later.

http://www.t3r.de/fsweekend.jpg

Cheers,
Torsten, Durk, Martin

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Re: [Flightgear-devel] The Big Monitor show at FSWeekend,

2007-11-03 Thread Jon S. Berndt
 Torsten, Durk, and one developer who again wishes to remain anonymous,
 had a
 pretty good show today, with a bit of a slow start. Initially, we had
 some
 performance issues on the windows machine, and some minor bugs to
 solve, but
 these problems were gradually resolved during the day.
 
 Many people asked how we could compete with big companies like
 microsoft, or
 were wondering about our motivation to start this program. Upon
 explaining,
 most people were actually quite impressed by the fact that just a
 bunch of
 volunteers were able to accomplish such a big feat.
 
 http://www.t3r.de/fsweekend.jpg
 
 Cheers,
 Torsten, Durk, Martin

So, who is who in the picture? :-)

Jon



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Re: [Flightgear-devel] The Big Monitor show at FSWeekend,

2007-11-03 Thread Bill Galbraith
 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On 
 Behalf Of Durk Talsma
 Sent: Saturday, November 03, 2007 5:30 PM
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] The Big Monitor show at FSWeekend,
 
 Hi Everybody,
 
 One thing that probably stands out at this year's FlightGear 
 booth is that we had 6 more monitors than presenters, and 
 that the monitor to presenter ratio at the booth is 3:1. This 
 leaves the question as to how many presenters were at the 
 booth, given that this number is a prime.
 
 Torsten, Durk, and one developer who again wishes to remain 
 anonymous, had a pretty good show today, with a bit of a slow 
 start. Initially, we had some performance issues on the 
 windows machine, and some minor bugs to solve, but these 
 problems were gradually resolved during the day.
 
 Many people asked how we could compete with big companies 
 like microsoft, or were wondering about our motivation to 
 start this program. Upon explaining, most people were 
 actually quite impressed by the fact that just a bunch of 
 volunteers were able to accomplish such a big feat. 
 
 We did get the occasional comment that our (scenery) graphics 
 were a bit simple. We'll be back tomorrow for another day of 
 fun and flying. In the mean time, here's a quick impression. 
 More to follow later.
 
 http://www.t3r.de/fsweekend.jpg
 
 Cheers,
 Torsten, Durk, Martin
 


What was the intent behind displaying at the show? I'm sure it wasn't free
for a booth, was it?  I've given the same idea some thought, but it's hard
to make money off of something that is free.

Bill


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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Vivian Meazza
David

 Sent: 03 November 2007 19:19
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Fixing head lag
 
 
 On 03/11/2007, Vivian Meazza [EMAIL PROTECTED] wrote:
 
  As I said before, but perhaps you didn't notice, we already have a 
  force based system working on the input of pilot g. It moves the 
  pilot's eye position according to this input. And as 
 Melchior pointed 
  out, we probably need to stabilise the point at which the 
 pilot looks 
  to make this totally realistic.
 
 Is there a way to enable it in general, without tying to a 
 specific aircraft model?
 
 

I'm afraid not - it's in all my models, but it has not been picked up as
something we want as a generic feature. It's only a moderate number of Nasal
lines of code. Wouldn't take much to do make it generic. I think would like
to tidy up the code first, but ...

Vivian 


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[Flightgear-devel] Syd's Robinson R22

2007-11-03 Thread Georg Vollnhals
Hi Syd and all,

I could not go to bed when I saw that you uploaded the first files of
this helo to CVS, waited some time, downloaded and tested it.

Thank you very much. I enjoyed my test-flights (used some different
airports on the world with different winds) very much.

And I was very surprised about the flightmodel in this early development
stage. Ok, you really have to do a lot (!!!) pedalwork and this little
helo really likes to put the nose into the wind, but that is what I
expected from such a light helicopter.
But hovering, HIGE and HOGE, and landing are pretty nice (if you have
the nose +/- 30 deg into the wind you can even kiss the ground very
soft).
It was a little more tricky to get down on my home landing platform,
which was 90 deg to the wind - but also possible.
Normal flight-maneuvers (I did not test autorotation) are also pretty
nice (as far as I could test it within the short time).
AND you made a close-up panel like for the S76, especially very nice for
those days in the future when we can sim features of a piston helo and
want to check the instruments a little more (although the governor of
the Robinson eases much, you must be able to maintain rotor RPM without
the governor //emergency training).

To have a R22 in the sim is especially nice as you can find so much
documentation and training-instructions on the net. And it is a
demanding helo if you want to learn to fly within the flight-envelope.

Ok, this was just to share my enthusiasm about your new project with you
:-) and all other readers.

Thank you once again.

Regards
Georg EDDW

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[Flightgear-devel] OT Re: Syd's Robinson R22

2007-11-03 Thread Robert Black
On Saturday 03 November 2007 22:08, Georg Vollnhals wrote:
 Hi Syd and all,

 I could not go to bed when I saw that you uploaded the first files of
 this helo to CVS, waited some time, downloaded and tested it.

 Thank you very much. I enjoyed my test-flights (used some different
 airports on the world with different winds) very much.

 Regards
 Georg EDDW

http://www.innovator.mosquito.net.nz/mbbs2/index.asp

I was looking at some ultralights today and ran across a mosquito helicopter 
that some of the pilots say they preferred  over the R-22.  Just found it 
interesting.  

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Re: [Flightgear-devel] Syd's Robinson R22

2007-11-03 Thread Curtis Olson
On 11/3/07, Georg Vollnhals  wrote:

 To have a R22 in the sim is especially nice as you can find so much
 documentation and training-instructions on the net. And it is a
 demanding helo if you want to learn to fly within the flight-envelope.


Not to mention that it's a beautifully done 3d model with a great glass
reflection effect for the canopy (at least under the OSG version.)

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
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Re: [Flightgear-devel] Syd's Robinson R22

2007-11-03 Thread SydSandy
On Sat, 3 Nov 2007 22:23:08 -0500
Curtis Olson [EMAIL PROTECTED] wrote:

 On 11/3/07, Georg Vollnhals  wrote:
 

Thank for the encouraging reviews ... 
According to the documentation I read , it is very sensitive to control inputs 
... but Im afraid I haven't found airfoil numbers , so I'm relying on Maik 
(again) to fix it :) (Sorry Maik , it's your fault I'm a helicopter nut now ! )
Cheers 

-- 
SydSandy [EMAIL PROTECTED]

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[Flightgear-devel] Weekly CVS Changelog Summary: SimGear

2007-11-03 Thread Curtis L. Olson
2f585eeea02e2c79d7b1d8c4963bae2d

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[Flightgear-devel] Weekly CVS Changelog Summary: FlightGear source

2007-11-03 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-02_13:45:59 (curt)
/var/cvs/FlightGear-0.9/source/src/Main/fg_init.cxx
/var/cvs/FlightGear-0.9/source/src/Main/options.cxx

Add a --vehicle= option which is an exact synonym for --aircraft= but is
more natural for selecting ground vehicles which are not aircraft.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-03_12:01:03 (mfranz)
/var/cvs/FlightGear-0.9/source/src/Network/httpd.cxx

sorting nodes - don't use shared pointer


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-03_16:01:48 (mfranz)
/var/cvs/FlightGear-0.9/source/src/Main/fg_init.cxx

Csaba HALASZ: fix IVSI instrument problem

I have been investigating the Concorde IVSI problem. I came to the
conclusion that the trouble is that the environment altitude and thus
the pressure (which is calculated from that) is lagging by 1 frame.
Normally that wouldn't be a problem, but the IVSI calculates rate of
change and it will use the new dt with the old value difference,
thereby arriving at bad results if dt changes (and it does).


2f585eeea02e2c79d7b1d8c4963bae2d

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[Flightgear-devel] Weekly CVS Changelog Summary: FlightGear data

2007-11-03 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-10-28_19:49:14 (helijah)
/var/cvs/FlightGear-0.9/data/Aircraft/Grob-G115/Models/PanelLabels.rgb

- Instruments udapte by Jon Stockill


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-10-28_19:49:15 (helijah)
/var/cvs/FlightGear-0.9/data/Aircraft/Grob-G115/Models/Instruments/AI/AI.ac
/var/cvs/FlightGear-0.9/data/Aircraft/Grob-G115/Models/Instruments/AI/AI.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Grob-G115/Models/Instruments/AI/AI1.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/Grob-G115/Models/Instruments/AI/AI2.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/Grob-G115/Models/Instruments/Clock/Clock.ac
/var/cvs/FlightGear-0.9/data/Aircraft/Grob-G115/Models/Instruments/Clock/Clock.xml

- Instruments udapte by Jon Stockill


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-10-28_19:49:16 (helijah)
/var/cvs/FlightGear-0.9/data/Aircraft/Grob-G115/Models/Instruments/Turn/Turn.ac
/var/cvs/FlightGear-0.9/data/Aircraft/Grob-G115/Models/Instruments/Turn/Turn.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/Grob-G115/Models/Instruments/Turn/Turn.xml

- Instruments udapte by Jon Stockill


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-10-29_23:26:41 (sydadams)
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/ch47d.xml
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/instrumentation.xml

added side windows ..
resized front doors ...too wide
Started on gauges ...


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-10-29_23:26:42 (sydadams)
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/CH47.xml
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/ch47.ac
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/paint1.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/paint2.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/paint3.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/paint4.rgb

added side windows ..
resized front doors ...too wide
Started on gauges ...


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-10-31_10:32:59 (gerard)
/var/cvs/FlightGear-0.9/data/Aircraft/SR71-BlackBird/Instruments/Models/Textures/ondul.rgb

*** empty log message ***


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-10-31_10:36:12 (gerard)
/var/cvs/FlightGear-0.9/data/Aircraft/SR71-BlackBird/LIS-MOI_GNU-GPL
/var/cvs/FlightGear-0.9/data/Aircraft/SR71-BlackBird/Instruments/AOA-bb.xml
/var/cvs/FlightGear-0.9/data/Aircraft/SR71-BlackBird/Instruments/Disjoncteur-bb.xml
/var/cvs/FlightGear-0.9/data/Aircraft/SR71-BlackBird/Instruments/Models/aoa-bb.ac

instruments and nasal scripts update


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-10-31_10:36:13 (gerard)
/var/cvs/FlightGear-0.9/data/Aircraft/SR71-BlackBird/Instruments/Models/disjoncteur.ac
/var/cvs/FlightGear-0.9/data/Aircraft/SR71-BlackBird/Instruments/Models/Textures/aoa-bb.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/SR71-BlackBird/System/aar.nas
/var/cvs/FlightGear-0.9/data/Aircraft/SR71-BlackBird/System/crash.nas
/var/cvs/FlightGear-0.9/data/Aircraft/SR71-BlackBird/System/terrain.nas

instruments and nasal scripts update


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-10-31_21:13:46 (curt)
/var/cvs/FlightGear-0.9/data/Aircraft/snowplow/snowplow-set.xml
/var/cvs/FlightGear-0.9/data/Aircraft/snowplow/snowplow-sound.xml
/var/cvs/FlightGear-0.9/data/Aircraft/snowplow/snowplow-splash.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/snowplow/snowplow-yasim.xml
/var/cvs/FlightGear-0.9/data/Aircraft/snowplow/snowplow-yasim001.xml
/var/cvs/FlightGear-0.9/data/Aircraft/snowplow/snowplow-yasim002.xml
/var/cvs/FlightGear-0.9/data/Aircraft/snowplow/Dialogs/config.xml
/var/cvs/FlightGear-0.9/data/Aircraft/snowplow/Models/Snowplow.xml

Initial revision of snowplow model / truck control workshop.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-10-31_21:13:47 (curt)
/var/cvs/FlightGear-0.9/data/Aircraft/snowplow/Models/snowplow.ac
/var/cvs/FlightGear-0.9/data/Aircraft/snowplow/Nasal/truck.nas

Initial revision of snowplow model / truck control workshop.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-01_14:56:50 (mfranz)
/var/cvs/FlightGear-0.9/data/Aircraft/A-6E/Models/afcs-panel.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/A-6E/Models/afcs.ac

Alexis BORY: New autopilot panel, fix to the TC radar


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-01_14:56:51 (mfranz)
/var/cvs/FlightGear-0.9/data/Aircraft/A-6E/Models/afcs.xml

Alexis BORY: New autopilot panel, fix to the TC radar


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-01_16:09:46 (vmmeazza)
/var/cvs/FlightGear-0.9/data/Aircraft/Buccaneer/Models/Effects/fuel.osg
/var/cvs/FlightGear-0.9/data/Aircraft/Buccaneer/Models/Effects/fuel.xml

Add visual effects for fuel jettison


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-01_16:10:24 (vmmeazza)